4,565 Commits over 731 Days - 0.26cph!
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
Fix menu player being borked - dont need playables there
playables_fixes -> naval_update
playables_fixes -> naval_update
Fix hold poses being screwed
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
scientist_boats_gameplay_2 -> naval_update
Dont turn the leg animators on for NPCs - its glitchy right now
Do RHIB/PT Boat loot spawning from static spawn methods instead
scientist_boats_gameplay_2 -> naval_update
Fixed somne bugs with scientist boat oil rig manager
A group of scientist boats will now spawn at large oil rig:
- On puzzle reset we will check how many are at oil rig and ensure we are <= 3
- If not captured these boats will be deleted on save/load
- Will stay around oil rig in a 100 meter radius
When you hack the ghost ship crate:
- A group of scientist boats will spawn nearby
- Drive to the ghost ship and mark it as a protected area
- Will attempt to engage the players who just hacked the crate
Add in methods to find free positions (for boat spawning) in radius's around centre point
Fix more mounted weapon set NREs
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
naval_update -> scientist_boats_gameplay_2
naval_update/deep_sea -> naval_update
Increased player search range of PT Boat and RHIB
PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group
Its in the players best interest to kill the PT Boats, preventing groups from coming at them
scientist_boats_gameplay_2 -> naval_update
Made RHIB scientists way less tanky
Fix SetGesture() not working right with the new playables system.
After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked.
We can then apply weights as normal.
Sleeping gestures etc were being ignored before: should now be back to normal
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
scientist_boats_gameplay_2 -> naval_update
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
Fix MountedWeaponSeat NRE
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
naval_update -> pt_boat_2
scientist_boats_gameplay_2 _> naval_update
Fix fingers not working on reload animations
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Invert forward support
Compile fixes
Setup rear turret as inverted forward
Move the player behind the turret as the turret moves (rear one)
Create an appropriate mapped postion behind the rear turret to move the player to
Always match player position and rotation to be relative to the turret
Remove is visible check (wasnt needed)
Fix unclamped client predicted pitch/yaw
Player leg animator support for Vehicle Detailed
Remove un-needed align local player turret rotation convar
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet
Fix issues with the turret rotation not being set to 0,0
One shot animation system changes:
Fix incorrect full body mask
Make additive argument actually do something
Enable/Disable leg animator rather than just blending weights
StopCurrentOneShot will nuke any previous running coroutines
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
Add Hand IK targets (disable when reloading)
Fix front turret flapping around
Fix front turret being able to clip into the floor of the boat
Move player slightly further away from rear turret
Fix hips staying locked when moving the turrets up and down
naval_update -> pt_boat_2
scientist_boat_ai -> naval_update